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Old Feb 27, 2006, 02:12 AM // 02:12   #1
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Default The GvG Warrior

Guild Versus Guild Warrior;

Due to the recent updates in Gale and how exhaustion works, there is a wider variety of Warriors. Now instead of seeing all W/E using gale, old builds are reintroduced and new builds have come into play.

Attributes;

The Attributes of your warrior should look something like this –
CoP/Plague Touch Warrior
(Weapon) Mastery - 16 (12+1+3)
Strength/Tactics - 13 (12+1)
Or you can balance strength and tactics 11(10+1) / 9(8+1). Put more attributes in the different places depending on if you want a longer Rush/Sprint or if you’re using “Charge!” and Healing Signet

Tigers Fury Warrior
(Weapon) Mastery – 16 (12+1+3)
Beast Mastery – 10
Tactics/Strength – 9 (8+1)

Template;

Attack Skill 1
Attack Skill 2
Attack Skill 3
Utility Skill 1 (Attack speed buff)
Utility Skill 2 (Speed buff)
Utility Skill 3 (Healing Signet/Endure Pain)
Utility Skill 4 (Secondary profession skill/Utility attack)
Resurrection Signet

Attack Skills;

Axe –
Eviscerate
Axe Rake/Penetrating Blow
Executioners Strike

Axe Rake is a useful snare, and a cover for deep wound. It’s really your choice on which one you use.

Sword -
Sever Artery
Gash
Final Thrust

Keep in mind that since no elite attack is used, its common for Sword Warriors to have “Charge!”

Hammer –
Hammer has so many choices, but the basic chain of attacks is;
Elite Knockdown + Crushing Blow + Non-Elite Knockdown/+Damage Attack

Utility Skills

Utility Skill 1: Attack Speed Buff

Frenzy - The most popular choice of attack speed increase. Works well in combination with a Zealous weapon. Be sure to use Frenzy sparingly when against spike groups or if you are under heavy fire.

Tigers Fury – Make sure to use with a Zealous Weapon to gain back energy needed to use Tigers Fury.

Utility Skill 2: Speed buff

Sprint - To catch up to targets for a coordinated spike, or a target low on health, or a target that you just galed and you need to get to it fast to kill it. Also used to cancel Frenzy when under heavy fire. You can also use other speed buffs such as Rush.

“Charge!” – this skill is most useful on a Sword Warrior, because Hundred Blades isn’t as useful in PvP as in PvE.

Rush – Longer duration than Sprint, easily spammable to keep safe from getting spiked while under the effects of Frenzy.

Utility Skill 3:

Endure Pain - A great skill to counter spikes of any kind, or if a monk cant heal you in time, you can get a boost of health. Use it to play more agressively and over-extend without as much worry. Use it to work your way towards the back line of the opposing team to take out soft targets.

Healing Signet - Useful for ganking, or split team builds where you only have one monk able to heal you. It is currently used frequently to help out monks with all of the degen builds people run.

Utility Skill 4: Secondary Profession Skill/Utility Attack

Secondary Profession -
/Monk
Contemplation of Purity – use when an enchantment is on you such as Guardian, Aegis, etc. Useful condition and hex removal.

Mending – just kidding just kidding

/Necromancer
Plague Touch – Another good condition removal to help out monks against those nasty degen builds.

/Ranger
Tigers Fury – Good long attack speed buff without the negative effects of Frenzy.

Utility Attack
Bulls Strike - Great snare to catch running targets to finish an adrenaline spike.

Distracting Blow/Disrupting Chop - Run of the mill interrupts, Disrupting Chop is good for Heal Parties and other long casting spells.

"To The Limit!" - Used to gain quick adrenaline for spikes, or in conjunction with "Fear Me!"

"Fear Me!" - Good when used in a build with Energy Denail. Use it to make sure their energy doesnt regen to the point where they can cast something.


Armor;
If you are using a PvE warrior, this is how you should set up your armor.

To spend the least amount of money, your setup should be like this -

You need four helms, an Exectuioner's, Duelist's, Dwarven, and Lieutenant's, all modded with a Minor Tactics Rune. Switch to the Lieutenant's Helm against Hex heavy teams.

You need three to six different boots. All Knight's Boots modded with a Superior Axe Mastery, Swordsmanship, and Hammer Mastery Runes. It is usefull but not neccessary to have one to three Knights Boots modded with Minor Axe Mastery, Swordsmanship and Hammer Mastery Runes. You would switch these boots on when you are alone degening to death to get a +75 hp boost, or to heighten your max hp against a spike team.

You only need two gauntlents. One Gladiator's Gauntlents of Minor Strength and one Stonefist Gauntlents of Minor Strength. You switch to the Stonefist when you are using a Hammer.

Last but not least, you need a Gladiators Hauberk and a Gladiators Leggings, one modded with a Superior Vigor and the other with a Superior Absorbsion. Superiors are definitely not necessary, but helpful.

You can use Superior Weapon Mastery Runes on the helms, but the way i set it up i dont know if it would be cheaper. you would need six to twelve helms. Three +1 Weapon Mastery Attribute helms all modded with Superiors, three Lieutenant's helms modded with Superiors, three +1 Weapon Mastery Attribute helms al modded with Minors, and three Lieutenant's helms all modded with Minors. You decide.


Weapons;

When using Frenzy, it is helpful to have a Zealous weapon to help gain energy to fuel your energy skills. If you use a hammer, it is sometimes helpful to switch to a Zealous Sword or Axe to gain energy and adrenaline. The best weapons to run would be one Vampiric, one with an Elemental mod, and one Zealous. Vampiric for killing casters, Elemental for warriors (+20 vs physical on gladiators armor is negated with an elemental mod) and Zealous for energy and adrenaline. Vampiric isnt neaded, and isnt all that great against degen builds, so Furious would probably be next in line.

For your Shield, most have the Tanzit's Defender, which reduces blind duration, and is -2 recieved damage while in stance. You can use any Shield that corresponds with Tactics or Strength, whichever you are using. The most helpful kind of Shield though is the +health/-2 recieved damage while in stance for these particular builds.

For the times you are turtling or waiting to engage with the opposing team, you should use a wand and/or a bow to gain adrenaline while waiting to engage in battle. This also helps kill Archers from outside of the walls of the other teams base.

Last edited by Senator Tom; Apr 25, 2006 at 05:28 AM // 05:28..
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Old Feb 27, 2006, 06:15 AM // 06:15   #2
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good post, supposed to be in Warrior section
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Old Feb 27, 2006, 06:29 AM // 06:29   #3
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Many times you spec 9 in air to get the +12 energy bonus from the air focus. This works great in that you can effectively gale every 15 seconds instead of every 30 with smart focus swapping.
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Old Feb 27, 2006, 07:32 AM // 07:32   #4
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More often than not armor will be set up with weapon mastery runes on the helm. It requires you to have more armor combinations (4 for each weapon instead of 2) but this is because often the pair of knight boots will be 15k ascalon, and that gets expensive to have many copies of.
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Old Feb 27, 2006, 02:42 PM // 14:42   #5
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Quote:
Originally Posted by SaintGreg
More often than not armor will be set up with weapon mastery runes on the helm. It requires you to have more armor combinations (4 for each weapon instead of 2) but this is because often the pair of knight boots will be 15k ascalon, and that gets expensive to have many copies of.
Probably is more expensive, i was thinking that six helms, the three with the weapon mastery +1 and then three lieutenants modded with superiors would be more expensive

Quote:
Originally Posted by wheel
Many times you spec 9 in air to get the +12 energy bonus from the air focus. This works great in that you can effectively gale every 15 seconds instead of every 30 with smart focus swapping.
thank you i forgot
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Old Feb 27, 2006, 04:02 PM // 16:02   #6
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I spit on Endure Pain. If you keep dying because you keep overextending, play better. Here are some tips:

1. When their Warriors turn around and start running at you, go back.
2. When all of their casters lift their arms at the same time and turn towards you, go back.
3. Stop overextending.

Good post though.
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Old Feb 28, 2006, 12:59 AM // 00:59   #7
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Endure is gold in a lot of situations. When their casters lift their arms towards you, it can be too late already.

It's not a matter of playing "better", it's a matter of playing less aggressively. Endure lets you be much more aggressive.
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Old Feb 28, 2006, 09:16 AM // 09:16   #8
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Endure lets you overextend and put some pressure into their backline, without endure then you wouldnt want to pass the midline. I guess it depends what kind of warriors you have and how they play.
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Old Mar 01, 2006, 04:12 AM // 04:12   #9
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Quote:
Originally Posted by tafy69
Endure lets you overextend and put some pressure into their backline, without endure then you wouldnt want to pass the midline.
I go past their backline all the time in GvG without endure.
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Old Mar 01, 2006, 06:03 AM // 06:03   #10
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If you have 2 cripple poison rangers like most gvg teams now you wont need axe rake. Switch it out for penetrating and youre set.
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Old Mar 01, 2006, 03:01 PM // 15:01   #11
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Quote:
Originally Posted by Ronin Rangerin
If you have 2 cripple poison rangers like most gvg teams now you wont need axe rake. Switch it out for penetrating and youre set.
there are also a lot of teams that only have one, and he is almost constantly running the flag. But if you have two crip apply, sure penetrating would definately be the way to go. Also, i've always sort of thought of it as a cover condition, sort of like blind covered by weakness.

Last edited by Senator Tom; Mar 01, 2006 at 03:03 PM // 15:03..
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Old Mar 01, 2006, 03:05 PM // 15:05   #12
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Quote:
Originally Posted by Vindexus
I go past their backline all the time in GvG without endure.
instead of spittin on endure so much, give us all an alternative skill
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Old Mar 01, 2006, 03:27 PM // 15:27   #13
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Quote:
Originally Posted by Senator Tom
instead of spittin on endure so much, give us all an alternative skill
Heal Sig is probably the best alternative at the moment.

In the spike metagame Endure was very usefull, because it was an instant large HP boost. It isn't a terrible general utility skill, but whether it is work a skill slot is debatable. In the current (soon to change) pressure/DPS metagame, Heal Sig is very good at making your monks lives easier.
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Old Mar 01, 2006, 04:26 PM // 16:26   #14
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Heal sig is great for helping out combat degen, especially if you have a two monk backine. Endure is a good quick anti-spike skill - though warriors often are one of the last targets of spikes. I prefer heal sig for its utility though. You can send a warrior or two out to kill NPCs or whatever and heal sig will keep them alive unless they run into a large mob. A warrior with just endure is going to get owned by a NPC archer.
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Old Mar 01, 2006, 04:36 PM // 16:36   #15
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Quote:
Originally Posted by Vindexus
I spit on Endure Pain. If you keep dying because you keep overextending, play better. Here are some tips:

1. When their Warriors turn around and start running at you, go back.
2. When all of their casters lift their arms at the same time and turn towards you, go back.
3. Stop overextending.

Good post though.
We also DP you out if we play against you guys with a spike team, whereas we probably wouldn't kill you at all if you had endure. Maybe instead of spitting on it, realize that it works very well in some situations and in certain builds.
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Old Mar 01, 2006, 06:10 PM // 18:10   #16
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Quote:
Originally Posted by Greedy Gus
We also DP you out if we play against you guys with a spike team, whereas we probably wouldn't kill you at all if you had endure. Maybe instead of spitting on it, realize that it works very well in some situations and in certain builds.
Why should the only character with 80 armor be bringing the anti-spike skill? If we aren't disrupting your spike enough for the +20 armor to help versus the spike then our 60al targets don't stand a chance and Endure isn't going to mean jack.
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Old Mar 01, 2006, 07:50 PM // 19:50   #17
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Because the only character with 80/100 armor is the one "behind" our backline? When our wars decide to fall back and spike you out, your heal sig is useless and you're out of range of your monks temporarily. We definitely lose some ground when the wars pull back, but if it ends up in a successful spike on the most dangerous enemy (you), then it was worth it. If you had endure and saved yourself from being spiked out, we lost ground for nothing and you'd go back to harassing our backline.
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Old Mar 01, 2006, 08:42 PM // 20:42   #18
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Quote:
Originally Posted by Greedy Gus
Because the only character with 80/100 armor is the one "behind" our backline? When our wars decide to fall back and spike you out, your heal sig is useless and you're out of range of your monks temporarily. We definitely lose some ground when the wars pull back, but if it ends up in a successful spike on the most dangerous enemy (you), then it was worth it. If you had endure and saved yourself from being spiked out, we lost ground for nothing and you'd go back to harassing our backline.
Pretty good point, but I'd still rather run To The Limit. If the enemy warriors have time to run from your midline to their backline and you don't hear a word of it and keep out of range of the monks then the answer isn't Endure Pain, it's better communication. I do see your point though.
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Old Mar 02, 2006, 04:57 AM // 04:57   #19
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also vindexus, in the case of caster spike, your additional armor isnt going to mean anything. in that situation, you become the most vulnerable character because the warriors generally have the least health due to running a superior rune. many caster spike skills (shatter ench, shatter delusions, obs flame, shadow strike, vamp gaze, etc) ignore armor and when you are in there with the least life and farthest from the monks, its great for security. now of course that was more useful back when caster spike was the metagame, but you still see it every now and then, and there are still a number of teams with only one warrior whose other players can still coordinate a string of high damage.
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Old Mar 02, 2006, 05:22 AM // 05:22   #20
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Spikes are no longer the metagame (though they still occur), and I would have to agree with Vindexus when he said that if only the 80+ AL target is the one running anti-spike skills your in trouble. Also how often do you see the spike go after Warriors first. I most definatly don't PvP as much as Prav or FnlD does, but I usually see casters get taken out first. In general I would agree that endure pain should be swaped out for something more useful.

On the subject of over extending I usually play warrior and go past the backline to chase a target. My first GvG's showed that and they kitted properly and I died. Endure pain isn't the solution, it really is as Vindexus said, that being good comunication, better tactics, and the awareness to know how far back you can go, where your monks are, etc.. I've seen warriors without TS or Vent get way overextended and die because of it and the monk trying to heal them into the middle of the battle field with a few warriors on them. Everyone will say that player ability will be more helpful than skills and that it is the player using the build not the build using the player.

Last edited by Guillaume De Sonoma; Mar 02, 2006 at 05:25 AM // 05:25..
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